Fallout PnP
Fallout PnP

Addiction

Certain drinks and foods, and almost all chems have a chance of addiction. Should a player become addicted to a substance, then they will crave that material for a determined period of time until they either kick the addiction, get cured, or satisfy their craving. Every time an addicted player takes his dependent chem, the time to kick the habit is reset. The craving translates out to a long debuff that is equal to the drug's Down Effect. If a substance has no down effect, then simply use the debuffs in the substance's regular effect. To determine addiction chance after stats modifier, simply subtract the player's EN from the listed addiction chance. Should you have a trait or perk that modifies addiction chance, multiply the addiction chance by this before subtracting EN.

Ex.

Ted of the wilds has 2 EN and the Chem Resistant perk. He wants to huff Jet.

  • Jet's addiction causes autsim
  • 50/2 = 25
  • 2 + 2 = 4 - 1 = 3 Quick Maffs

Ted's chance of becoming addicted to jet is 23%. When he gets high, he would roll a d%, and should it land on 23 or lower, he would become dependent on the chem and have withdrawl symptoms for 1 Month should he refuse to feed his cravings.

Chems

Chems are addictive substances used to immediately alter the user's state of mind or physicality. They are cheap, highly useful, change combat, but often come at a penalty after awile, and can be debilitating to a character should they become addicted. Chems also speed up the metabolism of the human body, causing it to process foods and water at a faster rate for a spell, to make up for the energy being used and to filter the toxins.

Afterburner Gum

  • High: +2 AP, +2 PE, +3 healing rate (2 hour)
  • Drain: HNG - 5, H2O -1
  • Addiction: 20%, 2 Week, -2 Move Sequence, -2 ST, +20 fatigue (6 hours)
  • 10 Caps

Ant Nectar

  • High: +3 ST, -3 IN, -3 CH (6 Hours)
  • Drain: HNG +5
  • Addiction: 10%, 1 Week, -3 ST  (12 Hours)
  • 40 Caps

Ant Queen Pheromones

  • High: +4 CH, +4 LK, +2 PE, -2 IN, +5 Persuasion to opposite gender (6 Hours)
  • Drain: HNG -10
  • Addiction: 40%, 1 Week, -1 PE (12 Hours)
  • 100 Caps

Buffout

  • High: +2 ST, +2 AG, +3 EN (6 hours)
  • Drain: HNG -10
  • Addiction: 25%, 2 Week, -4 ST, -4 AG, -4 EN (18 hours)
  • 50 Caps

Cateye

  • High: No penalty for dark lighting (6 Hours)
  • Drain: H2O -25
  • Addiction: 5%, 2 Weeks, -3 AG, -1 PE (6 Hours)
  • 35 Caps

Fire Ant Nectar

  • High: +4 AG, -4 IN, +8 Fire DT (3 Hours)
  • Drain: HNG -5, H2O -20
  • Addiction: 10%, 2 Weeks, -3 AG, -1 IN (6 Hours),
  • 65 Caps

Hydra

  • High: All crippled limbs are healed after 3 rounds (lasts 30 Rounds)
  • Drain: HNG -15, H2O -25
  • Addiction: 25%, 3 Weeks, -1 AG
  • 500 Caps

Jet

  • High: -2 PE, a Small Action can be used as a Large Action for the next 4 Rounds.
  • Rounds
  • Drain: HNG -6
  • Addiction: 50%, 1 Month. -2 PE & -2 EN for 2 Weeks.
  • 30 Caps

Med-X

  • High: +2 DT (6 Hours)
  • Drain: H2O -6
  • Addiction: 20%, 2 Weeks, -1 AG, -1 INT (18 Hours)
  • 50 caps

Mentats

  • High: +2 IN, +2 PE, +1 CH (6 Hours)
  • Drain: HNG -2, H2O -3
  • Addiction: 15%, 1 Week, -4 IN, -4 PE, -3 CH (6 Hours)
  • 50 Caps

Psycho

  • High: +1 AG, -1 IN, +2 EN, +4 Melee Damage (4 hours)
  • Drain: H2O -5
  • Addiction: 20%, 3 Weeks, -1 AG, -1 PE, -2 EN, -2 Melee Damage (8 hours)
  • 55 Caps

Rebound

  • High: +5 Temp AP for 10 rounds.
  • Drain: H2O -10
  • Addiction: 25%, 1 day, Double Addiction Chance (1 hour)
  • 75 Caps

Steady

  • High: +4 Ranged Accuracy for 2 rounds.
  • Drain: HNG -5, H2O - 5
  • Addiction: 45% 1 Week, -4 AG, -3 PE (72 Hours)
  • 60 Caps

Turbo

  • High: Can perform 3 Small Actions and a non-movement Large Action for the next two turns.
  • Drain: HNG -10, H2O -15
  • Addiction: 30%, No movement turn (can still move during the action round) (2 hours)
  • 75 Caps

Ultra-Jet (Rocket)

  • High: +8 AP, +2 AG, +2 PE (3 hours)
  • Drain: HNG - 15, H2O -10
  • Addiction: 70% 1 Month (Jet Addiction), -8 Move Sequence, -4 AG, -4 PE (24 hours)
  • 75 Caps

Chemtrails

Healing Items

These are non-addictive substances that speed up the healing process, or help the body cope with other medical problems, such as radiation, addiction, poison or crippled limbs. Like Chems, most healing medicines tax the body of it's nutrients and thus can reduce your HNG and H2O

Antidote

  • Removes one poison effect and all associated sub-effects
  • H20 -10
  • 35 Caps

Fixer

  • Removes Addiction penalties for 24 hours
  • HNG - 5, H2O -5
  • 65 Caps

Glow Ointment

  • (10% + Medic) Radiation Resistance, -2 IN, -1 CH (24 hours)
  • H20 -8
  • Outdoorsman equivalent of Rad-X
  • 25 caps

Healing Powder

  • 1/3 Medic in HP -2 PE, (12 hours)
  • HNG -5, H20 -5
  • Addiction: 5%, 2 Days
  • 55 Caps

Healing Poultice

  • 1/2 Medic Skill in HP, +2 HP per round for 15 Rounds after, -1 AG (12 Hours)
  • HNG -7, H20 -7
  • Addiction: 10%, 3 days
  • 125 Caps

Rad-Away

  • Up Effects: -(10 + Medic skill) RADS (Immediately), again at 2 hours, and again at 4 hours
  • Down Effect: -2 EN (8 Hours)
  • HNG -10, H2O -20
  • 65 Caps

Rad-X

  • (25 + Medic Skill) Radiation Resistance (12 hours)
  • HNG -4, H2O -10
  • 40 Caps

Splint-Boy

  • Effects: When wrapped around a crippled limb, this stim and chem soaked gauze will immediately harden into a shell and fix a crippled limb in (24 - Medic skill) hours (Minimum 1 Hour). The stims and thickness of the Splint-Boy allow for it to automaticly set the bones of a crippled limb back in place.
  • HNG -10, H2O -15
  • 200 Caps

Stimpack

  • 2d8 + 1/2 Medic Skill in HP
  • HNG -10, H2O -25
  • 75 Caps

Super Stimpack

  • 6d8 + 1/2 Medic Skill in HP
  • HNG -20, H2O -30
  • 250 Caps

Ultra Stimpack

  • 8d8 + (1.5 x Medic Skill) in HP, -2 EN, -2 ST, -2 AG (4 Hours)
  • HNG -25, H2O -35
  • 425 Caps

Venom Heart

  • Removes one poison effect and all associated sub-effects, -2 PE (4 hours)
  • H2O -10
  • 25 Caps

Foods and Beverages

Brahmin Milk

  • +1 HP
  • H2O +5, RADS -8
  • 8 Caps a pint

Nuka-Cola

A popular pre and post war beverage with a virtually unlimited shelf life.

  • +1d4 HP
  • +1 AP
  • H2O 4, RADS 5
  • Addcition Chance: 5%, 1 Week
  • 12 caps

Nuka-Cola Quantum

A unique varient of the original recipe released before the great war. This beverage glows bright blue in the dark and has an added kick to it. It also causes your pee to glow for a week.

  • +1d8 HP
  • +5 AP
  • +2 DT (1 Hour)
  • H2O 2, RADS 10
  • Addcition Chance: 10%, 1 Week
  • 60 Caps

Nuka Pie

  • 2 Hp/ Round for 10 Rounds
  • +1 ST, -1 IN, +2 Action Sequence
  • HNG 14, RADS 10
  • 30 caps a Pie

Sunset Sasperilla

A sweet, delicious beverage. The most popular drink in the west.

  • +1d6 HP
  • H2O 3
  • 5 caps

Yu-Gi-Oh Steak

1 lb of grilled Yao-Gui meat. For some inexplicable reason, it always makes the eater more agressive for a while....

  • +1HP/Round for 10 Rounds
  • +2 Melee Damage (4 Hours)
  • HNG 15, Rads 18
  • 35 Caps

Alcohol

For all the players who want to get their drink on, here is a conversion chart for shots from pints. A 2 oz. shot is also the same size as a dose of poison.

Pints Shots
1 Pint, Regular Glass 8 Shots
1 Quart, a Fifth of booze 16 Shots

Drunkeness

Alcohol tolerance is END based, the tougher you are, the more you can put down. Every beer, shot, mixer or glass of wine you drink counts as 1 on your drunkeness scale. The human liver (ghoul and Super mutant included) will drop your drunk scale by 1 drink an hour. You must get at least buzzed to feel the stats effects of an alcoholic drink. It takes 2 more drinks for a super mutant to get drunk then a human, and 1 less drink for a ghoul to get drunk then a human.

Buzzed END + 1 Drinks (Minimum 1 Drink) Drink Bonuses Kick-in
Drunk END + 3 Drinks (Minimum 2 Drinks) -2 INT, -2 PER, +1 CHA
Sick  END + 5 -2 END
Black Out END +7 Nighty Night 1d6 hours

Alcohols 

You must get at least buzzed to feel the stats effects of an alcoholic drink.

Atomic Cocktail

  • Up Effects: +5 Fire and Energy DT, +1 PE (2 Hours)
  • Cool Down: 2 Hours
  • Detox: -1 PE (4 Hours)
  • H2O -10, RADs +12
  • Alcohol Content x 1.15321
  • Addiction: 0.1%, 15! Month (Alcohol Addiction)
  • 24 Caps a Drink, 87 Caps for a Growler (2 Quarts, 4 Drinks)

Beer/ Wine

A beer or bottle of wine brewed after the war. Heady, alcoholic and refreshing.

  • Up Effects: -1 PE, +1 Cha, +2 All DTs (2 hours)
  • Cool off: 14 Days
  • Detox: -1 PE (2 hours)
  • H20 -1, RADS +5
  • Addiction Chance 5%
  • Price: 4 Caps a Drink, 15 Caps for a Growler (2 Quarts, 4 Drinks)

Gamma Gulp Beer

  • Up Effects: +5% radiation resistance, -1 PE, +1 CH (2 hours)
  • Cool off: 2 Hours
  • Detox: -1 PE (2 hours)
  • H20 -6, RADS -2
  • Alcohol Content x 2
  • Addiction Chance: 10%, 1 Month
  • Price: 16 Caps a Drink,  58 Caps for a Growler (2 Quarts, 4 Drinks)

Hard Liquor

Hard Booze: Scotch, Brandy, Whisky, Vodka, Tequila, Rum, Etc.

  • Up Effects: -1 IN, -2 PE, -1 AG, +1 STR, +2 DT (2 hours)
  • Cool off: 2 hours
  • Detox: -2 PE, -4 DTs (2 hours)
  • H20 -1, RADS +4
  • Addiction Chance: 5%, 1 Month
  • Price: 5 Caps a Shot, 72 Caps for a Fifth (16 Shots)

Mixed Drinks/ Cocktails

  • Up Effects: +1 PE, +1 CH, -2 AC (2 hours)
  • Cool off: 2 Hours
  • Detox: -1 PE, -1 AC (2 hours)
  • H20 -1, RADS +5
  • Addiction Chance 5%
  • Price: 6 Caps a Drink, 22 Caps for a Growler (2 Quarts, 4 Drinks)

Moonshine

While not always moonshine whiskey, this represents extremely alcoholic beverages such as moonshine or  everclear.

  • Up Effects: -2 IN, -1 PE, +7 STR, +4 DT (2 hours)
  • Cool off: 2 hours
  • Detox: -1 PE, -1 ST, -4 DT (2 hours)
  • H20 -4, RADS 10
  • Alcohol Content x 4
  • Addiction Chance: 10%, 1 Month
  • Price: 25 Caps a Shot, 180 Caps for a Pint (8 Shots)

Party Time Shot (Mentat Bomb)

  • Up Effects: +3 CH, +1 IN, +1 PE (3 Hours)
  • Cool Down: 3 Hours
  • Detox: -3 CH, -2 IN (3 Hours)
  • H20 -3, RADS +9
  • Alcoholic Content x 3
  • Addiction: 20%, 1 Month
  • Price: 20 Caps a Shot, 144 Caps a Pint (8 Shots)

Pre-War Wine

If there is one upside to living in the post-apocalyptic future, its that the wine is fantastic. Having aged over 200 years, these little gems are suprisingly common and enjoyable.

  • Up Effects: -2 PE, +2 Cha, +4 All DTs (2 hours)
  • Cool off: 2 hours
  • Detox:  -2 PE (2 hours)
  • H20 -6, RADS +15
  • Alcohol Content x 2
  • Addiction Chance: 5%, 1 Month
  • Price: 150 Caps a Bottle (Quart, 2 Drinks)

Roentgen Rum

  • Up Effects: +20% Radiation Resistance, -1 PE, -1 AG, +2 DT (2 hours)
  • Cool Down: 2 Hours
  • Detox: -2 PE, -2 DT (2 hours)
  • H20 -8, RADS +15
  • Alcohol Content x 2
  • Addiction: 10%, 1 Month
  • 20 Caps a Shot, 144 Caps a Pint (8 Shots)

Tribal Ritual Brew

  • Up Effects: +2 DT, +4 Melee Damage, -1 HP/Round, -1 PE, -3 IN (30 Rounds)
  • Cool off: 1 hour
  • Detox: -2 PE, -2 IN, -1 EN (2 Hours)
  • H20 -5, RADS +15
  • Alcohol Content x 4
  • Addiction: 10%, 1 Week
  • 30 Caps a Drink, 108 Caps for a growler (2 Quarts, 4 Drinks)

Voodoo

  • Up Effects: +3 LK, +2 PE, +20% Critical Chance (2 Hours)
  • Cool Down: 2 Hours
  • Detox: -3 LK, -2 PE, +5% Critical failure Chance
  • H20 -4, RADS +22
  • Alcohol Content x 4
  • Addiction: 10%, 1 Month
  • 30 Caps a Shot, 216 Caps a Pint (8 Shots)
Sean Wagemans Fallout PnP
Rules Character Creation | Skills | Perks | Lesser Perks | Traits
Armory Armor | Repair | Firearms | Energy Weapons | Melee | Launchers | Hand Thrown | Ammunition
Gear Items | Chems and Consumables | Food and Water | Skill Books | Crafting
Bestiary Abominations | Animals | Ghouls | Insects | Robots | Super Mutants
Reference Glossary | Play Materials | Combat and Actions | Survival | Reputation and Karma
The Sound Seattle Introduction